﻿#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
using Microsoft.Xna.Framework.GamerServices;
#endregion

namespace ViewPortTest
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Game
    {
        private GraphicsDeviceManager graphics;
        private SpriteBatch spriteBatch;

        public Game1()
        {
            this.graphics = new GraphicsDeviceManager(this);
            this.graphics.PreferredBackBufferWidth = 500;
            this.graphics.PreferredBackBufferHeight = 500;
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            this.spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            Matrix matrix = Matrix.CreateTranslation(new Vector3(-new Vector2(0, 0), 0)) * 
                            Matrix.CreateRotationZ(0) *
                            Matrix.CreateScale(new Vector3(2, 2, 2)) *
                            Matrix.CreateTranslation(new Vector3(0, 0, 0));

            this.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null, matrix);
            var x = this.Content.Load<Texture2D>("Grid.png");

            this.spriteBatch.Draw(x, new Vector2(0, 0), Color.White);
            this.spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
